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[代码插件] Skinned Decal Component V2.3 虚幻4.26-4.27

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发表于 2024-1-11 12:22:38 | 显示全部楼层 |阅读模式
支持的引擎版本UE4.26-4.27















Skinned Decal Component allows you to project decals on skeletal meshes that follow Bone Deformations & Morph Targets in a fast and easy way!

As you know while Unreal Engine deferred decals floating over Skeletal Meshes, Render Target Texture solutions introduce more problems than they solve. Skinned Decal Component is a no-compromise solution with a unique approach!!!

• UV Independent!
You can use skeletal meshes with overlapping and even non-unwrapped skeletal meshes. Unlike other solutions in the marketplace, you don't need to edit your models!
• Ultra Lightweight!
Skinned Decal Component is faster than any other solution! It only stores Transformation, ID, Size, and Time data to spawn a new decal! Other solutions use 3 or more Texture Render Targets to bake each pixel on spawn.
• Individual Sampling
Skinned Decal Component allows you to Edit, Move, Modify, or Remove decals after the spawn. Since it samples each decal individually you can edit individual decals without affecting other decals.
• Animated Decals (New!)
Since v2 Skinned Decal Component supports Animated Flipbook Textures.
• Fade Over Time Effects
Since v1.5 Skinned Decal Component allows you to have fade over time effects for individual decals. Planning to add more Time-based effects in the near future.
• Modular Character Support
You can use Skinned Decal Component with modular characters comprised of multiple Skeletal Meshes.

NOTE: This is a code plugin, not an asset pack! Particle FX and the 3rd person weapon model are not included. While all functions are exposed to Blueprint you may still require the basic Unreal Engine knowledge to call appropriate functions.

技术细节
Features:
UV Independent!
Lightweight
Individual Sampling
Animated Decals
Fade over time effects
Modular Mesh Support

Code Modules:
SkinnedDecalComponent (Runtime)
Number of Blueprints: 0
Number of C++ Classes: 2
Network Replicated: (Yes)
Example Project: V2 - V3
Documentation: V2 - V3
Changelog: LINK


蒙皮贴花组件允许您在骨骼网格上投影贴花,以快速简便的方式遵循骨骼变形和变形目标!

正如你所知,虽然虚幻引擎延迟贴花漂浮在骨架网格上,但渲染目标纹理解决方案引入的问题比解决的问题更多。蒙皮贴花组件是一个不妥协的解决方案,具有独特的方法!!

不受紫外线影响!
你可以使用重叠的骨架网格,甚至是未展开的骨架网格。与市场上的其他解决方案不同,您不需要编辑模型!
•超轻量级!
蒙皮贴花组件比任何其他解决方案更快!它只存储转换,ID,大小和时间数据来生成新的贴花!其他解决方案使用3个或更多的纹理渲染目标在刷出时烘烤每个像素。
•个人抽样
蒙皮的贴花组件允许你编辑、移动、修改或移除刷出后的贴花。因为它单独采样每个贴花,你可以编辑单独的贴花,而不影响其他贴花。
•动画贴花(新!)
因为v2蒙皮贴花组件支持动画Flipbook纹理。
•随时间消退效果
自从v1.5蒙皮贴花组件允许你有随时间褪色的效果,个别贴花。计划在不久的将来添加更多基于时间的效果。
•模块化字符支持
你可以使用蒙皮贴花组件与模块字符组成的多个骨骼网格。

注意:这是一个代码插件,而不是一个资源包!粒子特效和第三人称武器模型不包括在内。虽然所有的功能都暴露给蓝图,你可能仍然需要基本的虚幻引擎知识来调用适当的功能。

技术细节
特点:
紫外线独立!
轻量级
个体采样
动画贴花
随时间消退效果
模块化网格支撑

代码模块:
SkinnedDecalComponent(运行时)
蓝图数量:0
c++类的数量:2
网络复制是)
项目示例:V2 - V3
文档:V2 - V3
更新日志:链接




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